Midjourney character with Seedance storyboard animation

@aimikoda0 followers·514 views20 likes14 bookmarks·2026-05-29
GPT Image 2 generated reference sheet
Step 1 — GPT Image 2 reference sheet
Step 2 — Seedance 2.0 result video
Original post + 2 reply s

GPT Image 2 + Seedance 2.0 - Prompt Share Created on @MartiniArt_ Created the character in Midjourney, then built the storyboard around that character. This time I used a more detailed video prompt, but I wasn't describing the sequence shot-by-shot. The storyboard acted more as a visual guide for the action flow, camera language and overall narrative than as a strict frame-by-frame blueprint. Looking at the result, the model seems to preserve the key beats, escalation and composition of the storyboard while freely interpreting the transitions between them.

  1. Reply 1 from @aimikoda

    @MartiniArt_ Seedance 2.0 Prompt: Use @[storyboard ref] as the authoritative 15-second cinematic storyboard blueprint. Do not render the storyboard sheet itself. Exclude all panel borders, text, labels, headers and layout elements. Treat each storyboard panel as an individual sequential shot guide. Follow panel order, camera angles, action flow, timing rhythm and escalation exactly. Use @[char ref] as the authoritative character reference. A young wind witch stands in a grassy field as a massive beast charges toward her. The threat remains visible and readable throughout the sequence. Visual style: high-end animated fantasy film, stylized cinematic realism, warm daylight, painterly grass movement, vibrant cyan-white wind magic, aggressive but readable cinematography. The witch detects the threat, braces herself and narrowly evades the charge. Wind gathers around her feet and hands. Fast-moving wind ribbons strike the beast but fail to stop it. The creature pushes forward through the attack. The witch escalates, creating a powerful rotating vortex around the beast. Multiple wind currents converge, tightening into a violent storm trap. Grass, dust and debris are pulled into the airflow. The vortex intensifies as the witch gains control. Wind pressure crushes inward from all directions. The beast struggles against the storm. Final shot: the witch thrusts her hand forward and releases a concentrated wind blast. The vortex collapses into a single devastating strike that launches the beast across the field. The threat is defeated. Dynamic camera language: low-angle hero shots, ground tracking shots, tight facial close-ups, fast orbit shots, wide environmental reveals, aerial escalation shots, dramatic push-ins. Strong physical wind interaction, readable action, continuous escalation, spectacular wind VFX and premium animation quality.

  2. Reply 2 from @aimikoda

    @MartiniArt_ GPT Image 2 Prompt: Create a 16:9 image. [PROJECT CARD] Create a designed typographic masthead at the top of the sheet, not a table. TITLE LOCKUP: HAZE: VORTEX FIELD META LINE: urgent / cinematic fantasy action / fast-cut wind combat PRIORITY LINE: witch and charging threat readable in every beat MICRO BRIEF: show a young wind witch turning a near collision into a decisive wind-blast victory [CONTINUITY HEADER] SEQUENCE ID: HAZE_FIELD_VORTEX_015 PART: SINGLE STYLE PACKET: final video style is high-end animated fantasy film, stylized cinematic realism, premium animation quality, clear action staging, wide grassy field under bright wind-swept daylight, natural blue sky and warm sun contrast, cyan-white wind magic with subtle turquoise highlights, soft painterly skin and fabric, clean cinematic depth, crisp silhouettes, controlled cel-soft shadow language, luminous runes and wind ribbons with translucent edges, dust and grass particles pulled by physical wind pressure, no excessive spell circles, only a few key magical glyphs when needed REFERENCE PRIORITY: use the provided HAZE character sheet for the wind witch identity, face, hat, white hair, blue dress, pink-blue cape, boots, and calm determined personality; this storyboard controls shot flow, staging, motion, geography, combat rhythm, threat visibility, and continuity [SCENE PACKET] SCENE PREMISE: Haze, a young wind witch, is alone in a wide grassy field when a dangerous horned shadow-beast charges her and forces an instant magical counterattack. SCENE SUMMARY: the beast closes distance fast, Haze dodges, tests it with wind ribbons, traps it in a tightening vortex, then blasts it away across the field. LOCATION: open grassy field at daylight, low rolling grass, distant tree line, clear sky, strong usable wind direction left-to-right, dust patches, loose leaves, flattened grass tracks, no buildings, no clutter, enough open distance to always show both Haze and the threat. CHARACTER ROLES: Haze wants to survive and stay composed, moving with sharp dancer-like footwork and controlled arm sweeps; the creature wants to reach and crush her, charging low and heavy with relentless momentum; Haze identity comes from the provided character reference, the creature is a dark bulky horned fantasy beast with readable silhouette and heavy forward drive. START STATE: Haze stands mid-field facing screen right; the creature enters from far screen right charging toward screen left; grass is calm for one breath, then wind begins to pull around Haze’s boots. END STATE: the creature is launched far back across the field and collapses out at distant screen right; Haze remains centered in swaying grass as the airflow dissolves. ACTION CHAIN: Haze notices the threat, braces, dodges the first rush, releases spiral wind ribbons, realizes the creature pushes through, escalates into a larger vortex, redirects the storm with sharp hand movements, compresses multiple wind currents around the target, then thrusts forward to fire one concentrated blast. PROP / EFFECT STATE: wind magic appears as flowing air currents, luminous runes, wind ribbons, vortex trails, pressure ripples, bent grass, dust, leaves, and occasional small glyphs near Haze’s hands; avoid large repeated spell circles; wind effects must always show physical force on grass, cloth, hair, dust, and the creature. MUST READ: the threat remains visible throughout the sequence while Haze controls the field through escalating wind pressure. [STYLE KEYFRAMES] Add 2-3 tiny top swatches showing the intended final video rendering only: cyan-white wind glow over warm green grass, painterly high-end animated fantasy texture, soft directional daylight shadows, luminous translucent ribbon edges, dust and leaf particles caught in vortex pressure. These are not character references and not storyboard-sketch style. [STYLE LOCKS] STYLE LOCK: final video remains high-end animated fantasy film, stylized cinematic realism, premium readable action, warm daylight grassy field, cyan-white wind magic, soft painterly fabric and hair, crisp character silhouettes, controlled cel-soft shadows, cinematic depth, aggressive but clear camera language. EFFECT LOCK: wind ribbons are translucent, ribbon-like, medium thickness, cyan-white glow, soft feathered edges, low saturation, physically bending grass and cloth; glyphs are rare, small, luminous, and used only near key hand gestures or vortex compression. ENVIRONMENT LOCK: wide grassy field stays open, readable, and wind-reactive; grass bends in visible directional waves, dust lifts from dry ground, distant tree line stays simple; no realistic texture drift, no flat cartoon drift, no extra props or buildings. [SHEET POLISH] Use a premium off-white storyboard sheet with expressive scene-inspired typography, clean hierarchy, consistent margins, even gutters, restrained cyan and muted grass-green accent color outside panel artwork only, designed panel headers, and slightly forward-leaning graphite borders that suggest wind speed. Avoid table-like headers, glossy UI, gradients, stickers, clutter, and random decoration. [DRAWING ENERGY] Use sharp diagonal staging, low ground horizons, strong negative space between Haze and the creature, compressed distance from panel to panel, flowing hair and cape shapes, bent grass bands, tight impact poses, and clear vortex geometry. The board should feel fast, legible, and aggressive, with each panel capturing one decisive combat beat. [PANEL RULES] Use clean low-detail monochrome light-gray rough sketch panels on white/off-white panel ground. No color inside panel artwork: no colored characters, props, environments, fills, lighting, glow, paint, particles, or backgrounds. Each panel is one extractable shot. Keep one clear pose per character per panel. Do not draw ghost poses, duplicate silhouettes, onion-skin bodies, arrows, labels, captions, subtitles, logos, watermarks, timing marks, diagrams, or technical overlays inside panel images. Show effects through grayscale environment interaction, outline glow shape, residue, particles, surface marks, value change, or one clear monochrome effect shape around the single pose. [DIRECTOR STRIP] Place a bottom animatic track board aligned to panel columns. Use seven horizontal tracks: BEAT LINE, CAMERA PATH, ACTION PATH, RHYTHM TRACK, ESCALATION MAP, STATE TRACK, STYLE TRACK. Use short shot chips, thin timeline lines, rhythm blocks, small intensity bars, and one-to-three-word labels. Use rhythm labels only, never seconds or timestamp durations. [SEQUENCE] Grid: 12 panels, 4 columns x 3 rows, wide cinematic storyboard sheet 01 Threat Spotted Shot intent: establish Haze alone in the field and the creature already charging toward her in the distance. Camera: extreme wide 24mm, low horizon, slight push-in, Haze foreground left, beast far right but clearly visible. Action: Haze turns her head sharply as the grass line ahead buckles from the creature’s charge. Continuity: screen direction stays beast moving right-to-left toward Haze; wind is just beginning around her skirt and cape. Strip cell: P01 spotted / low wide / beast charges / hold-burst / tension / R-to-L / warm field 02 Eyes Lock Shot intent: show Haze’s instant recognition and determination while keeping the threat visible behind her. Camera: 85mm close-up, shallow depth, over-shoulder angle, beast visible as blurred charging shape in background. Action: Haze’s eyes narrow; a few small glyph sparks flicker near her raised fingers. Continuity: Haze faces screen right; beast remains behind her line of sight, closing fast. Strip cell: P02 resolve / tight CU / eyes harden / snap / rise / threat visible / soft glow 03 Ground Rush Shot intent: communicate speed, danger, and shrinking distance. Camera: ground-level tracking 20mm beside the grass, fast dolly with parallax, creature large midground, Haze still ahead. Action: the creature pounds forward, grass tears flat under its path, Haze shifts her stance in the distance. Continuity: beast remains screen right moving left; Haze stays screen left, preparing to dodge. Strip cell: P03 rush / ground track / grass flattens / fast / surge / distance closes / dust lift 04 Hero Brace Shot intent: make Haze feel powerful without losing the incoming threat. Camera: worm’s-eye low angle 24mm, Haze dominant foreground, beast visible between grass blades behind her. Action: wind bursts around Haze’s boots; her cape snaps upward and grass bends outward in a circular pressure ripple. Continuity: no large spell circle; only boot-level air pressure and a few tiny rune fragments. Strip cell: P04 brace / worm angle / wind feet / burst / rise / boots charged / cyan air 05 Cut-On-Dodge Shot intent: show the creature nearly reaching her and Haze escaping at the last instant. Camera: wide action shot 28mm, cut on action, slight handheld energy. Action: beast lunges through Haze’s previous position as she pivots aside, skirt and hair dragged by the pressure wake. Continuity: Haze dodges toward screen left foreground; beast overshoots but remains visible in same frame. Strip cell: P05 dodge / wide whip / lunge missed / impact pause / spike / near miss / bent grass 06 First Wind Strike Shot intent: show Haze’s first counterattack as clean readable ribbon magic. Camera: dynamic side track 35mm, Haze left foreground, beast right midground turning back toward her. Action: Haze sweeps her arm; glowing wind ribbons spiral forward and strike the creature’s chest and horns. Continuity: ribbons flow left-to-right from Haze to beast; glyph use limited to one small symbol near her hand. Strip cell: P06 ribbon hit / side track / arm sweep / burst / surge / ribbons out / ribbon glow 07 Push Through Shot intent: prove the threat is dangerous because the first attack fails. Camera: compressed 85mm telephoto wide-medium, beast pushing toward lens, Haze visible beyond it. Action: the creature lowers its head and drives through the spiraling wind, grass and dust streaming backward. Continuity: wind ribbons fray around the beast but do not stop it; Haze resets her stance in background. Strip cell: P07 resists / tele push / beast breaks / fast / peak rise / ribbons fray / dust stream 08 Orbit Escalation Shot intent: show Haze committing to a stronger spell with aggressive cinematic movement. Camera: 24mm orbit shot around Haze, low-angle hero framing, beast still visible in the orbit background. Action: Haze turns with both arms cutting the air; multiple wind currents begin curving around the beast. Continuity: cape and hair spiral with the orbit; beast stays locked in field space screen right. Strip cell: P08 escalate / orbit low / storm forms / acceleration / climb / currents gather / sharp glow 09 Vortex Trap Shot intent: reveal the massive vortex forming around the enemy. Camera: wide IMAX-like 20mm composition, crane rise, both Haze and beast visible with clear distance. Action: dust, leaves, and grass spiral upward around the creature as the vortex walls close in. Continuity: Haze remains outside vortex controlling it; beast is centered in storm, not hidden. Strip cell: P09 vortex / crane wide / trap closes / surge / peak / beast inside / vortex trail 10 Redirect Pressure Shot intent: show Haze redirecting the storm with precise hand movement. Camera: medium close-up 50mm with rack focus from Haze’s hand to the beast trapped behind her. Action: Haze snaps her wrist; the vortex tilts and tightens, dragging the creature sideways against its charge. Continuity: one small glyph flashes at her palm; threat remains visible over her shoulder inside vortex. Strip cell: P10 redirect / rack focus / wrist snap / fast-pause / control / glyph palm / tight wind 11 Converging Currents Shot intent: make the storm feel stronger and more focused before the final blast. Camera: overhead tracking shot, strategic top view, Haze at one edge of vortex and beast at the center. Action: several wind streams converge into a narrow funnel around the creature; grass radiates in bent rings. Continuity: no duplicate bodies; single Haze pose, single beast pose; vortex geometry is clean and readable. Strip cell: P11 converge / overhead / currents meet / hold-rise / final spike / funnel locked / clean swirl 12 Final Wind Blast Shot intent: deliver the decisive payoff and ending calm in one strong final composition. Camera: wide low-angle 24mm, hard cut into final thrust, slight pullback as impact opens the field. Action: Haze thrusts her hand forward; a concentrated blast erupts from the vortex and launches the creature far across the field, then the airflow dissolves around Haze standing alone. Continuity: beast exits toward distant screen right defeated; Haze remains centered, cape settling, grass swaying back to calm. Strip cell: P12 blast / low wide / final thrust / impact-drop / release / beast defeated / air fades

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